Hey people, I'm putting together a short modern-setting campaign and I need help with some pretty significant magic items that are going to be appearing in the game, specifically two of them. I won't say the names of the items just in case any of my players stumble across this thread, but their effects are as such:
Item 1- Your Intelligence score becomes 24 and you gain advantage on all Intelligence ability checks. You also gain the ability to recall information that should be impossible for you to know.
Item 2- Your Charisma score becomes 24 and you gain advantage on all Charisma ability checks. Whenever you succeed a Persuasion, Intimidation, or Deception check on a Humanoid creature, that creature becomes charmed until you make your next Persuasion, Intimidation, or Deception check.
I need help coming up with appropriate detriments to using these items (other than curses and whatnot, the detriment must apply *while* the item is being used). I'm open to all ideas, thanks!
Item 1 needs more information - what are the limits of information retrieval. But its going to be an Artifact level any way.
How about this - 1/ long rest when you want to recall something that should be impossible to know, as an action, roll an Intelligence Check (with advantage). If you get a a score of 25 you know anything that is not protected by magic against divination spells. If you get a natural 20, you know it even if it is protected against normal divination checks. Anything protected by a God or an Artifact level item you can never know. If you fail to recall something, you can never try again for that question (or anything substantially similar).
HOWEVER....
When you take this action you are stunned until the beginning of your next turn.
While wearing this item your Wisdom checks are always at disadvantage. You may remove this item at will as an action, and put it back on as an action. But removing it requires you to first make a DC 15 Charisma check, as it does not like being removed.
Item 2: (add in this) In addition, Exhaustion no longer applies disadvantage to your Charisma checks, no matter how exhausted your are
HOWEVER ...
When wearing this item, you are the life of the party and each morning (i.e. after a long rest) you gain a level of Exhaustion.
Ah right, something I probably should have clarified originally; I'm not treating these artifacts with attunement, so the affects (detriment included) apply only as you are actively focusing into using the artifact, so the detriments need to be something less long-term or delayed (such as long rest effects).
I /somehow/ didn't consider using exhaustion for anything though, so I might utilize that for whenever the intelligence item is used to learn something that should be impossible.
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Hey people, I'm putting together a short modern-setting campaign and I need help with some pretty significant magic items that are going to be appearing in the game, specifically two of them. I won't say the names of the items just in case any of my players stumble across this thread, but their effects are as such:
Item 1- Your Intelligence score becomes 24 and you gain advantage on all Intelligence ability checks. You also gain the ability to recall information that should be impossible for you to know.
Item 2- Your Charisma score becomes 24 and you gain advantage on all Charisma ability checks. Whenever you succeed a Persuasion, Intimidation, or Deception check on a Humanoid creature, that creature becomes charmed until you make your next Persuasion, Intimidation, or Deception check.
I need help coming up with appropriate detriments to using these items (other than curses and whatnot, the detriment must apply *while* the item is being used). I'm open to all ideas, thanks!
Item 1 needs more information - what are the limits of information retrieval. But its going to be an Artifact level any way.
How about this - 1/ long rest when you want to recall something that should be impossible to know, as an action, roll an Intelligence Check (with advantage). If you get a a score of 25 you know anything that is not protected by magic against divination spells. If you get a natural 20, you know it even if it is protected against normal divination checks. Anything protected by a God or an Artifact level item you can never know. If you fail to recall something, you can never try again for that question (or anything substantially similar).
HOWEVER....
When you take this action you are stunned until the beginning of your next turn.
While wearing this item your Wisdom checks are always at disadvantage. You may remove this item at will as an action, and put it back on as an action. But removing it requires you to first make a DC 15 Charisma check, as it does not like being removed.
Item 2: (add in this) In addition, Exhaustion no longer applies disadvantage to your Charisma checks, no matter how exhausted your are
HOWEVER ...
When wearing this item, you are the life of the party and each morning (i.e. after a long rest) you gain a level of Exhaustion.
Ah right, something I probably should have clarified originally; I'm not treating these artifacts with attunement, so the affects (detriment included) apply only as you are actively focusing into using the artifact, so the detriments need to be something less long-term or delayed (such as long rest effects).
I /somehow/ didn't consider using exhaustion for anything though, so I might utilize that for whenever the intelligence item is used to learn something that should be impossible.